KNOWLEDGE

Electronics-Using and designing or repairing complex electronic equipment, such as communication devices.

Linguistics-Knowledge of languages and the ability to decipher codes. Every full “D” of linguistics indicates a level of capability in another language. The levels are Broken, Good, and Mastery.

Medicine-The ability to heal or perform surgery. Difficulty to stabilize is generally 10 with each extra 5 rolled indicating 1 hit of damage healed. Surgeries have varying difficulties based on what is being done.

Programming-The ability to write programs for computers and robots as well as trying to hack with a computer.

Scholar-Level of education a character has, can be used to determine if character knows general encyclopedic style information about a subject.

Security-Building, installing and bypassing locks, sensors, and other security devices.

PRESENCE

Attribute governing interpersonal relations

Animal Handling-Ability to calm and train animals

Charm-Using friendliness, flattery, or seduction to influence someone else. Also useful in business transactions, and situations involving etiquette.

Command-Effectively ordering and coordinating others in team situations.

Con-Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, and blustering.

Disguise-Altering features or clothing to be unrecognizable or to look like someone else.

Faith-Knowledge of faiths, but also personal conviction to a chosen faith. Can be used to compliment or replace Will in situations where faith is tested.

Persuasion-Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions.

PERCEPTION

Artist-putting on performances (such as singing, acting, or storytelling),and other forms of art such as painting and sculpture.

Awareness-Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person.

Forgery-Creating duplicates of documents, money, and other.

Gambling-Playing and cheating at games of strategy and luck.

Investigate-Gathering information, studying crime scenes, talking to witnesses and other duties that might serve a detective or journalist.

Navigation-Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps and manipulating faster than light drives.

Streetwise-Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.

Tracking-Following the trail of another person, animal, or creature,
or keeping after a moving target without being noticed.

Notes/Abilities

Special abilities, powers, species traits, and Magic could be listed in this space

CONTACTS People the character knows and are generally helpful/knowledgeable to be valuable. A character begins with two contacts unless advantages and flaws are taken to alter the amount.

Languages Known Languages spoken/understood by the character. Characters begin with either mastery of one language and may have a level of mastery in another language per full “D” in Linguistics (Broken, Good, or Mastery)

Weapon A weapon the character owns or uses frequently for quick reference

Damage – Damage done by the weapon as a D code or +D code
Ammo – Number of uses/shots carried in the standard configuration (if applicable)
Diff. – Difficulty to hit if a melee weapon (indicate range if a ranged weapon)
Short – Short range for ranged weapon where base difficulty is 10
Med – Medium range for ranged weapon where base difficulty is 15
Long – Long range for ranged weapon where difficulty base is 20